War of Omens (made with Away3d + Starling + Feathers + Sparticle)

War of Omens is the game my company has been working on for over a year, and is now in open beta as of today. The game is a digital CCG which has aspects reminiscent of Dominion, Magic the Gathering, and other CCG type games, but mixed together in a unique way that we think is new to the genre and is easy for newcomers to pick up.

I am the primary front end client engineer on the project. I was responsible for setting up and integrating the Away3d 4.1 + Starling + Feathers frameworks, designing an asset pipeline for all of the above, and integrating particle effects generated via the awesome Sparticle tool.

I would love to hear any feedback people may have about the game, and answer any technical questions (to the extent I’m allowed) that people may have about the technologies used.

I use Flappy Bird for contrast, as it has the steepest possible learning curve, and is extremely succesful.

And I’m sure kids, like my son of 12 years will pick it up within 2 seconds while me, a fossil of 45 wouldn’t see the point after 3 hours.

So on the technical side it’s a nice piece of work, whereas it’s not going to make $50,000 a day (IMHO) as Flappy did before it was pulled.

Cheers!

PS: If anyone’s still confused about shallow/steep learning curves (and who could blame you). http://en.wikipedia.org/wiki/Learning_curve
I use them in the true mathematical sense that steep == you learn the whole game quickly, and forget that other people don’t.